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ToME: the Tales of Maj'Eyal • View topic - [1.7.0] Metaclass - Mage Knight

ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Fri Apr 23, 2021 11:11 am

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PostPosted: Mon Oct 16, 2017 8:07 pm 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 265

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PostPosted: Mon Oct 16, 2017 9:12 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 160
Awesome! Thanks! I'll incorporate that with the next update.


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PostPosted: Mon Oct 16, 2017 11:46 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 160
Okay, added that in and a few other changes, mainly a bit more mana knight balancing and some tweaks to mind knights to expand a bit on their "that single weapon double-trigger chance is especially useful to them" thing.

-Reduced Playing With Time damage substantially.
-Staves no longer receive the triggered talent power bonus for being two-handed weapons. Other effects still apply.
-Earth knights can now burrow through summoned walls, many thanks!
-Mind knights no longer use TK and TP randomly; instead, while neither talent is sustained (and Psychic Combat isn't on), they swap each time they use a Psychic Attack power.
-Night Terror chance for no focus isn't doubled; rather, Night Terrors now adds bonus darkness damage to telekinetic attacks, so either focus has value.
-Astral Jaunt no longer grants out of phase bonuses; instead, when triggered by Astral Combat, you teleport to an enemy and make a bonus attack with a chance to knock off-balance or brainlock (for TK and TP respectively) before teleporting back to your prior position.
-Astral Projection now lowers some talent cooldowns by a few turns when triggered by Eldritch Combat.

In related news, fiddling with that burrowing code a bit, I was able to fix the sandworm lair error by adding "and wall.can_pass" before the "and wall.can_pass.pass_wall" check.


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PostPosted: Tue Oct 17, 2017 12:09 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere


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PostPosted: Tue Oct 17, 2017 2:05 am 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
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PostPosted: Tue Oct 17, 2017 6:34 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 160
It'll still trigger any Out of Phase bonuses you have, it just won't give you any itself.

-Phoenix wings Eldritch Combat chance and cooldown reduction are now talent level based.
-Messing With Time now has a single main target who is always affected, and then has a chance to affect each other character in the radius, rather than simply affecting X random characters. It also heals allies who are affected.
-Mind knight biokinesis shield and mana knight random speed won't give notices anymore.
-Talents that are prioritized by number of enemies now have a priority of 1 per enemy over 2 rather than 1 per three enemies.
-Foundations of Divination bonus turn value now scales more smoothly, triggers by EC more rarely.
-Erosion now ends on caster death.
-Made the player immune to Dynamic Entry surprise since...it doesn't interact well.
-Fixed Metamagic base doubling your max mana.
-Astral Jaunt and Astral Blitz are no longer usable when on a no-teleport square.
-The above error is way outside my pay grade, so I'm doing the sensible thing and just removing that little control="full" bit in Domination and calling the matter solved!


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PostPosted: Tue Oct 17, 2017 3:06 pm 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 265
Allright, so I started playing a few (arena) games with these classes.

My two best ones so far:
https://te4.org/characters/199593/tome/ ... f065a49f23 (won Arena on Madness)
https://te4.org/characters/199593/tome/ ... b9ea0aacf9 (got to the final boss of the Arena (the Storm Knight, see above link) and got absolutely destroyed by him)

Some feedback:
- Phoenix Ascendance in general seems pretty neat, if maybe a little strong. By the end, I was basically able to ignore anything that was not a rare or a mage, since any damage dealt would be regenerated within the next few turns (or instantly, in most cases).
- Phoenix Burn... oh my god. This talent regularly dealt ~1800 damage - with little to no fire-boosting gear and on full life. Seems really strong.
- Whirlwind Derwish: similar to the above. Especially fun when I found Icy Kill, since from then on I could basically freeze all enemies in sight with one button.

- On my Storm Knight, I found myself not learning most of the class talents on purpose, because I didn't want to dilute my Eldritch Combat. This worked out really well.

- Oh. My. God. Facing a madness-boosted Storm Knight that once was a player char and thus has some good artifacts (read: Icy Kill) was a nightmare - he had like 12 prodigies and pretty much killed my second char instantly. Oh well, that's Madness.

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PostPosted: Tue Oct 17, 2017 4:28 pm 
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Lua Error: /engine/interface/ActorTalents.lua:86: talent already exists with id T_EARTHEN_BODY
but I can't find out which addon has the same talent name... :(
using too many addons :oops:


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PostPosted: Tue Oct 17, 2017 5:15 pm 
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Wyrmic

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 245
I immediately 5/5'd Phoenix Heart for 100% fire res at level 6 and then picked up a Planar Beacon from Bill.

This is god damn glorious.

That is all.

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PostPosted: Sat Oct 21, 2017 12:39 am 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
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PostPosted: Sun Oct 22, 2017 11:26 am 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 265
Storm Skirmisher is bugged, it is missing the "return true" part in it's action() function.
Because of that, it does not use time or resources and has no cooldown.

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PostPosted: Tue Oct 24, 2017 3:46 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 160
I couldn't duplicate the Messing with Time error, but I shall keep an eye out for it!

-Gave two-handed staves their power bonus back, but staff accuracy bonus is only 2/5 as effective for Eldritch Combat (active and passive).
-Changed Phoenix Burn so that the boosts for Phoenix Fire talents are based on raw talent level 5; lower-level Phoenix Fire talents will boost it by proportionately less.
-Lowered the radius on Messing with Time, Whirlwind Dervish, Astral Blitz, and Lightning Ride.
-Thunder Charge now correctly triggers from Eldritch Combat.
-Lowered damage of Summon Storm.
-Storm Skirmisher should now correctly use resources etc.
-For weapons that use both Str and Dex, Eldritch Body converts Str to Dex if Dex is higher (i.e. Storm Knights get more out of daggers).


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PostPosted: Tue Oct 24, 2017 3:49 pm 
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Low Yeek

Joined: Sun Sep 20, 2015 3:00 pm
Posts: 5
in my case, i play in insane and the rare or random boss i meet mostly are the subclass in tinker or the one's main state is willpower (like mindslayer,solipsist or summoner,wyrmic)
and most of them also get mage knight skill tree(if they are tier boss).
i dont know why enemies love those skills.....

i use addon as followed
QQ截图20171024233429.png
QQ截图20171024233429.png [ 209.82 KiB | Viewed 1806 times ]


by the way, when i load the save file,i still use strength or dexterity to check armor training.
QQ截图20171025161730.jpg
QQ截图20171025161730.jpg [ 71.74 KiB | Viewed 1806 times ]


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PostPosted: Wed Oct 25, 2017 2:46 pm 
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Wyrmic

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 245

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PostPosted: Sat Oct 28, 2017 5:34 pm 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 265
Allright, so somehow, Astral Blitz can cause you to hit yourself - with potentially disastrous consequences.
Also, if you kill the target of Astral Jaunt with the attack when it ec-triggers, you get an error and time freezes for a short time. The reason for this, as far as i can see, is that it is still trying to apply the detrimental effect, and since the attack hit, the code gives the ok, but the enemy is dead at this point.

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